Spinelli

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  • in reply to: Please help with VorpX & rFactor 1 #220343
    Spinelli
    Participant

    The profile was made years before TrackIR support was introduced in vorpx, I didn’t even know whether it works at all in the game, let alone whether it supports all axes. Defaults typical assume the minimal set of axes a game might support, hence for your convenience easily available options are shown in the menu that let you adjust things with a few clicks. If you can’t make it work to your liking, please fall back to the mouse look method described in the instructions.

    I didn’t realize you were the creator, wow, thanks for all the messages. Awesome support.

    Unfortunately I can’t make it work using either the free look button or TrackIR. The game officially supports TrackIR in all axes – I even used TrackIR 5 with RFactor and games based on iterations of it’s engine. Therefore shouldn’t VorpX w/ TrackIR head-tracking fully work?

    When using the mouse look option, the fall spins in circles while tumbling to the floor but this does not happen when using the game’s mouse look without VorpX.

    There has to be ways to make this work since the game fully supports, both, TrackIR and mouse look. Although I can’t seem to figure it out, I’m guessing it’s some specific combination of game settings (notepad file a few posts up) and VorpX settings.

    in reply to: Please help with VorpX & rFactor 1 #220316
    Spinelli
    Participant

    vorpX may not work with the very first batch of TrackIR games. If it can handle the version the game supports (and TrackIR is enabled in the game) the support gets detected automatically and vorpX shows an according message.

    If TrackIR does not work, please also have an eye on the stuff that vorpX shows in the top/left corner of the game window as well as in the headset. The instructions shown there tell you how to enable mouselook.

    I always read everything that pops up in Vorpx.

    Upon launching the game, a VorpX message comes up saying TrackIR head-tracking is available and to enable it in game and in the VorpX settings. Then another VorpX message comes up saying to press the “U” key to enable freelook in cockpit view (I have it remapped, in-game, to the “T” key). So VorpX detects and is aware of both.

    Also, you have to set “TrackIR supports head roll” to No instead of Yes or the roll is messed up and the game actual rolls with your head so even that seems to be messed up.

    in reply to: Please help with VorpX & rFactor 1 #220311
    Spinelli
    Participant

    I’m going to do a bunch of testing and more searching around. I’ll report back in 24-48 hours. I know it works as others have reported.

    P.S. My apologies for blaming VorpX on the Windows Power Plan changes. It’s SteamVR doing it.

    in reply to: Please help with VorpX & rFactor 1 #220310
    Spinelli
    Participant

    Has been a long time, but please check whether you can enable TrackIR in the game options somewhere. Since a while vorpX comes with TrackIR support. rFactor sounds like a game that might support TrackIR head tracking.

    If not you have to enable mouse look in the game. I think the instructions shown in the game windows say something about that, but am not 100% sure. If not, check this:

    Headtracking – rfactor 1 & 2

    <iframe loading=”lazy” class=”wp-embedded-content” sandbox=”allow-scripts” security=”restricted” style=”position: absolute; visibility: hidden;” title=”“Headtracking – rfactor 1 & 2” — vorpX – VR 3D-Driver for Meta Quest, Valve Index and more PCVR headsets” src=”https://www.vorpx.com/forums/topic/headtracking-rfactor-1-2/embed/#?secret=9LDRvoQjx9#?secret=CEpvS7Y3lb&#8221; data-secret=”CEpvS7Y3lb” width=”600″ height=”338″ frameborder=”0″ marginwidth=”0″ marginheight=”0″ scrolling=”no”></iframe>

    Sindenote: using the forum’s search function often gets you help faster than asking a question again that has been answerd already before.

    Thanks. I have searched this forum numerous times recently and read that link multiple times. There’s no information in it other than someone mentioning to enable mouse look. The procedure link that’s pointed to http://www.nogripracing.com/forum/showthread.php?t=365161 does not work anymore as the site doesn’t exist anymore.

    RFactor and other games based on the isiMotor work with TrackIR automatically but there’s no activate/enable button, it’s just supposed to somehow work automatically – no idea how it does this but it does it as I used to use TrackIR 5 with it just fine.

    Here are the games’ 17 settings to adjust head-tracking (“HMD”) as well as the mouse free-look (FreeLook”) settings. They’re 2 separate things entirely and, I think, that’s also part of my confusion with regards to how VorpX is somehow simultaneously working with both settings.

    image-2024-09-15-043041253

    EDIT: I believe the final 3 settings “Freemove” are irrelevant to our case so they should probably be ignored.

    in reply to: Please help with VorpX & rFactor 1 #220306
    Spinelli
    Participant

    Sorry for the spam detection troubles you encountered. The alternative to having spam detection on in the forum software would be a 3:1 spam:content ratio unfortunately, extra bad since the beautiful invention of drivel bots like ChatGPT etc.

    Your actual issue:

    Maybe some weird issue related to Pimax’s software that puts itself in between vorpX and the headset. Reversed eyes are conceptually impossible with vorpX’s G3D method (at least unless the profile author intentionally inverted them, which obviously isn’t the case here).

    Possibly related to the time vorpX hooks into the game (before or after Pimax initializes its stuff). Enabling alternative hooking in the config app may be worth a shot. That aside maybe check whether there is some stuff in the Pimax software you can turn off. Haven’t checked a Pimax headset in a long time, but a few years back they had some custom reprojection that could change the IPD and make things appear cross-eyed occasionally.

    vorpX does not change the power plan. Some VR runtimes do howewer. At least the Meta (Oculus) runtime does. Not sure about Pimax.

    OK, update.

      Starting Game Consistently

    It looks like I have VorpX, rFactor, and SteamVR consistenly playing good with eachother. I just try to start them in the following order: PiTool, VorpX, SteamVR, and reversed order for closing, and also I make sure to always close SteamVR (not Steam as a whole) once I’m out of any game along with starting the games from PiTool (which automatically opens SteamVR). Some of those steps may not be neccessary but the formula seems to work every time. I also make sure not to alt-tab out of the game. This caused issues last time with the SteamVR grid-environment being superimposed in the rFactor game and led to other issues too (had to end up closing game from task manager and then restarting all VR-related programs/services).

      Parallel Projections

    I forgot that Pimax’s Parallel Projections is a requirement for VorpX. It says right in the VorpX Pimax guide (which I’ve read multiple times). 3D is fine now

      Remaining Issues

    1. I still can’t get the head-movement to work without the entire game’s screen being locked to my head (unless I run in 1 of the interactive movie screen modes or whatever which). If I enable head-tracking, the entire screen is still locked to my head but, mixed with that, there’s a teeny, tiny but of proper head movement relative to the locked screen but it’s like 3% of the entire head movement compared to the locked-screen’s head movement.

    If I enable the game’s mouse free-look setting, the camera / driver’s head suddenly looks upwards while spinning and falling to the ground.

    If the game supports TrackIR / head-tracking (like rFactor and all games based on it’s engine), do we just rely on VorpX’s head-tracking being enabled? Or is the game’s mouse free-look setting supposed to be activated instead (via a game’s hotkey)? Or are they supposed to simultaneously be enabled/activated?

    2. The 3D is basically perfect – the ISImotor (commonly referred to as the ISI GMotor) engine that rFactor runs on has always been one of the best native Nvidia 3D Vision games anyways so I’m not surprised – however there’s one issue. Lots of the vehicles’ in-car dash’s gauges (or on the car’s dash, steering wheel, etc.) are almost impossible to look at as they’re being rendered in only 1 eye but not the other (or sometimes only partially in the other eye). It’s extremely disorientating and headache inducing even if you don’t look at it.

    This issue used to only occur with games running on the ISImotor engine if the particular game didn’t have a 3D Vision profile assigned to it. The fix is incredibly easy. With Nvidia Inspector in the Stereo section, make sure “StereoProfile” is set to “Yes” and “Stereo TextureEnable” is set to “0x00000001 COMMON_STEREO_TEXTURE_ENABLED”. After that, all the games’ cars’ dashes, gauges, display screens, etc. were fixed and PERFECT.

    The problem is, there’s no more “StereoProfile” setting in Nvidia Inspector, and the “Stereo TextureEnable” setting only has literally one option to choose from: “0x00000001” (no writing after it). I know Nvidia removed 3D support from their drivers but I thought simply enabling these “bits” in Nvidia Inspector would still be available.

    in reply to: Please help with VorpX & rFactor 1 #220296
    Spinelli
    Participant

    I shut down VorpX, Steam, rFactor, my VR headset, and PiTool. After opening them all back up and trying again, now the eyes are not reversed anymore and the 3D looks great – no reversed eyes.

    Yet again, I didn’t touch any settings but somehow a different result from VorpX.

    This is the 3rd or 4th time in maybe 6 or 7 game-starts that I’ve had different results with my game using VorpX. It’s as if VorpX has a mind of it’s own and decides to change back-end settings on it’s own whenever you start a game…weird.

    in reply to: Battlefield 3 Help #220286
    Spinelli
    Participant

    The game camera in first person shooters is controlled by your mouse normally, i.e. looking around and aiming are the same in a game typically. Since vorpX (except for a few exceptions) doesn’t alter the inner workings of a game’s controls, looking around with the headset also means aiming.

    I see, great, thank you. Do you know of any way/s to manipulate the game’s settings, controller settings, etc. to have the VR head movement = gun/aim movement not be as drastic?

    in reply to: Battlefield 3 Help #220281
    Spinelli
    Participant

    Aiming is usually bound to mouse movement with vorpX. There are some exceptions from this rule, most notably Cyberpunk that comes with free VR controller aiming in the latest vorpX 24.1, but those really are exceptions.

    Thanks but this aiming isn’t only bound to the mouse’s movement, the aiming can be done purely by head movement – literally without touching the mouse.

    in reply to: Interested in Purchasing, Some Questions #212849
    Spinelli
    Participant

    That means a lot. Thank you!!!

    in reply to: Interested in Purchasing, Some Questions #212823
    Spinelli
    Participant

    Also, is G3D proper, true stereoscopic vision?

    in reply to: Interested in Purchasing, Some Questions #212822
    Spinelli
    Participant

    https://rjkole.com/gamestuff/engines/
    Not up to date but should give you some information. I haven´t played rFactor 1 myself but it has G3D support and same engine games like Race07.

    Sometimes stuff breaks after updates so its never 100% sure that a game works now that has before but older games its rarely the case.

    Also if a profile is missing its pretty simple to do it yourself if there is a game that uses the same engine.

    G3D is all ways better than Z3D if you look purely at the depth information, but often you have to run in Z3D modes because of performance or there are graphical glitches in G3D mode. And in my opinion Z3D mode in many games isn´t far off from G3D and I think it (Z3D) looks better in VR than in monitor/TV.

    Thanks. The games I’m interested in (rFactor 1, GT Legends, Race 07) are on that list under the gmotor engine. Fantastic news. The official VorpX list only lists rFactor 1.

    I also read someone mention using OpenTrack with VorpX. It has something to do with head-tracking, yes? I’m using a Pimax with no basestations (AKA lighthouses). Do I need OpenTrack?

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